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the shape of things to come

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ing ’Mechs used by <strong>the</strong> Clans and Inner Sphere are very similar<br />

because <strong>of</strong> common origins, hence <strong>the</strong> cockpits and default confi<br />

gurations are similar.<br />

Controls<br />

Confi gurability aside, <strong>the</strong> controls for a machine as complicated<br />

as a BattleMech are actually surprisingly simple. And I’ll<br />

say it now: it’s not because <strong>the</strong> MechWarrior links directly with<br />

<strong>the</strong> BattleMech through <strong>the</strong> neurohelmet. Leave that notion <strong>to</strong><br />

<strong>the</strong> cheap holovids. No, this simplicity is because <strong>the</strong> BattleMech<br />

itself does most <strong>of</strong> <strong>the</strong> work. I’ll explain that when I tie all <strong>the</strong>se<br />

components <strong>to</strong>ge<strong>the</strong>r.<br />

BattleMechs typically have two or three major hand controls, control<br />

sticks. One control stick is <strong>the</strong> throttle, typically on <strong>the</strong> left side<br />

<strong>of</strong> <strong>the</strong> cockpit. The o<strong>the</strong>r is <strong>the</strong> main targeting control stick that aims<br />

<strong>the</strong> ’Mech’s weapons. Yes, despite all <strong>the</strong> arms and adjustable guns<br />

on a ’Mech, you just point and click <strong>to</strong> fi re. Some BattleMechs will<br />

add a second, left-hand weapon control stick <strong>to</strong> simultaneously aim<br />

diff erent groups <strong>of</strong> weapons, but this rarely works well in practice.<br />

Steering is accomplished with a pair <strong>of</strong> foot pedals. You press<br />

<strong>the</strong> right pedal, <strong>the</strong> ’Mech turns right. The foot pedals also control<br />

jump jets if <strong>the</strong> ’Mech has <strong>the</strong>m. Hit both pedals at once, <strong>the</strong> jump<br />

jets trigger; mid-air steering is usually accomplished with <strong>the</strong><br />

pedals, but complicated aerial maneuvering may be performed<br />

with <strong>the</strong> regular hand controls. Crosshairs can pick a landing spot<br />

as well as target a foe.<br />

When hand actua<strong>to</strong>rs are present on a ’Mech, most <strong>of</strong> <strong>the</strong>ir<br />

actions require little input from <strong>the</strong> MechWarrior. As I’ll describe<br />

later, ’Mechs generally have enough intelligence <strong>to</strong> recognize a<br />

simple “grab command” as aimed by a control stick and crosshairs,<br />

and can thus pick up improvised clubs or cargo without<br />

detailed input from <strong>the</strong> MechWarrior. Punching is trivial: click <strong>the</strong><br />

punch mode switch, aim <strong>the</strong> crosshairs, and pull <strong>the</strong> punch trigger.<br />

Dit<strong>to</strong> for using clubs and hatchets. For fi ne hand manipulations,<br />

sensors built in<strong>to</strong> <strong>the</strong> gloves <strong>of</strong> MechWarriors or separate<br />

waldo gloves can allow a ’Mech <strong>to</strong> mimic <strong>the</strong> gestures <strong>of</strong> its<br />

MechWarriors, at least when <strong>the</strong> glove sensors are activated.<br />

Of course, BattleMechs can do more than just turn left or right,<br />

or move backwards and forwards. Talented MechWarriors have<br />

gotten assault ’Mechs <strong>to</strong> skip sideways <strong>to</strong> avoid missiles, executed<br />

handstands under carefully controlled conditions, and o<strong>the</strong>rwise<br />

tapped some <strong>of</strong> <strong>the</strong> <strong>of</strong>ten-unused potential <strong>of</strong> a BattleMech’s<br />

limbs for complicated movements. For now, you’re just getting<br />

<strong>the</strong> two-kroner overview.<br />

More complicated movements involve more complicated<br />

combinations <strong>of</strong> controls. The steering pedals don’t just push<br />

back and forth. They can also tilt and twist. Throttle control levers<br />

and fi re control can also provide steering and movement input.<br />

And while neurohelmets primarily serve <strong>to</strong> correct balance, <strong>the</strong>y<br />

can help clarify <strong>the</strong> MechWarrior’s intent <strong>to</strong> <strong>the</strong> BattleMech.<br />

Now, you’ll notice in <strong>the</strong>se pictures multitudes <strong>of</strong> o<strong>the</strong>r switches,<br />

but those are <strong>the</strong> nitty-gritty details <strong>of</strong> ’Mech operation: comm<br />

systems, ECM, missile alerts, ammo displays, navigation controls,<br />

diagnostics, environmental controls and so forth. These systems<br />

aid <strong>the</strong> MechWarrior in a host <strong>of</strong> secondary operations and combat<br />

at <strong>the</strong> <strong>to</strong>uch <strong>of</strong> a but<strong>to</strong>n or <strong>the</strong> quick scan <strong>of</strong> a readout.<br />

Displays<br />

In addition <strong>to</strong> dashboard displays, neurohelmets have <strong>of</strong>ten<br />

incorporated some displays. This is particularly true <strong>of</strong> <strong>the</strong> cruder

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